>Magby called for help!
>Magby(2) appeared!
>Magby fainted!
>Magby(2) called for help!
>Magby(3) appeared!
>Magby(2) fainted!
>Magby(3) called for help!
>Magby(4) appeared!
Fucking kill me
Get rid of your adrenaline orb
>Went to grab a Cubone
>Gets a Magby
>Eh, don't got that yet. why not...
Mistakes.
>>30110729
Free experience. Whats not to like?
>>30110796
...What?!
Isn't the adrenaline orb a use-item?
>>30110729
this shit is obnoxious
like, it doesn't matter too much when you're not trying to catch things
but having your target in red health and being unable to even attempt catch it for nearly a dozen consecutive turns because every call for help is answered is fucking awful
>>30110822
This mechanic wouldn't be a problem if GF allowed players to throw Poke Balls if there were more than one enemy Pokemon on screen.
>>30110796
Going to do that right now, thank you.
>>30110822
I thought it was a kitschy "every now and again" thing but it isn't, so thats one thing not to like about it.
>>30110819
I just want a salazzle so I can have a status setter
>>30110950
It also wouldn't be too much of a problem if wild pokemon had to choose between acting and calling for help
>X called for help!
>kill Y
>X attacked
>X called for help!
>kill Y
>X attacked
>X called for help!
.repeat
That shit needs restrictions. It's fine that SOS battles are a thing, but they need to:
1. Not be able to happen the first 2 turns of battle no matter what.
2. Not happen unless the wild pokemon is in red hp.
3. Not happen the turn you KO one of the two wild pokemon.
There, fixed SOS battles. People can still use them to grind for shinies / EVs / max IV pokemon through use of False Swipe and Hold Back, yet it also allows normal people to actually catch some goddamn wild pokemon without it being a chore greater than finding all 100 TMs each and every battle.
>>30111320
>red
I think yellow is okay, since at that point they're injured enough to justify calling for help.